So bero, you basically exported AImario.pac with brawl box and opened it using the AIScriptpad? As you can tell, I don't want to make AI from scratch, there are just some additions that I want to make. Is this how I would take and edit the existing AI?

As I wrote in tutorial, AIScriptpad loads FitChar(Motion)Etc.pac, common3.pac, and Fighter.pac. After the program loads these pacs, it automatically exports scripts. After that, you can edit them.After you make a project, you won't have to do these steps next time.

I havn't installed it yet due to massive amounts of web cleanup and reorganization I'm trying to perform...(especially with my forum)

but once I install it,I hope you don't mind me requesting convenience features. (some of them may be complex)

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Quote: Friedslick6you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually. But the coolest part was that you didn't stop working on it despite that.

Quote: Internet Exploreryou're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

quote: GregYou do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

I managed to clean up my L-canceling code for Project M by a lot. It still only works for individual attacks but it's much made progress. Unfortunately, there are some issues when dealing with platforms. I would assume the Y Coordinate is relative to what's directly below a character. This is still a good thing since it won't end up only L-canceling at the very ground. However, when moving around, the Y coordinate (assuming I'm correct) changes drastically when moving over a platform (ground is lowest -> platform is lowest).

@ NaOHMy previous version had many problems like complex syntax, UI bugs, and this is the largest, lacked much information which was necessary to implement AI.This version solves these problems. So I hope many people use this.

@Tailsmiles249If you would like to know distance between platform and the CPU, "GetNearestCliff" is useful. It returns nearest cliff coordinates into specified variables. For example, GetNearestCliff var3results in that var3=nearest cliff x coordinate, and var4=nearest cliff y coordinate.If the stage is flat, this will work fine with your code.

It doesn't always return ledge coordinate. Stages like Summit don't have ledge and this command returns the left or right end of the floor on which CPU is.If you want to get coordinates of ledge, use GetNearestHangable.I didn't know the term 'ledge' when I found this command so I named like this.

@DarkPika I'm a little feared by your word 'complex' But I will do my best when you give me feedback though I cannot touch my PC for 2 weeks from now.

lol not in my terms of complexity, is what I mean. XDit's the normal terms of complexity, meaning things shouldn't be 50x more complex than average (at least... this is what I hope for)

and pardon my curiosity, but may I ask why?? ._.or would you rather feel better not explaining it??

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Quote: Friedslick6you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually. But the coolest part was that you didn't stop working on it despite that.

Quote: Internet Exploreryou're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

quote: GregYou do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

So, I found where you made the change in 2040.as, only it said label _0 not 2. I am now trying to change it.Post Merge: September 16, 2013, 09:09:58 PMCan you show me what the whole code should now look like, so I can compare? Not sure I did it right...

Alright, I've redone my L-cancel code a bit, but I think I found the real issue: Looping. While it does seem that the code is looping, the AI will only press 'R' either on the 3rd frame or on a fast fall frame when close to the ground.

@NEWBI'm sorry but I am using smart phone to post here and cannot use my PC for 4 days.When I return home, I will post the script.

@Tailsmiles249It's an inherent issue.The AI system cancels execution when the character performs attack.To avoid it, you have to edit AIPD to load only 1 routine when on stage.However, it means you have to write all the moves in one script.